From: thrasher@dds.nl
Subject: Axis and Allies: new variant rules

Extended Axis and Allies

This is a set of rules that 'extends' the game of Axis and Allies. They are
based for a great deal on rules I found on the Net. I also added some things
myself. If you have any questions or suggestions please e-mail me! My e-mail
address is: thrasher@dds.nl

The most important addition is the introduction of nation-specific
'advantages' which supplies all five nations with some benifits, ranging from
better weapons (super subs) to a neutral country joining a major power. This
is described in section IV. Other new elements are the introduction of a new
naval unit (escorts), a new rule for Battleships and the introduction of
paratroopers.


I	Escorts
II	New Rule for Battleships
III	Paratroopers
IV	Nation-specific Advantages
V	Neutral Countries
VI	About...


I Escorts

Escorts are new naval units. They have the following stats:

Attack: 2
Defend: 3
Movement: 2
Cost: 12 IPC

Escorts do NOT perform background fire.

Initial Setup:

USSR:
one escort in Sovjet Far East seazone

Germany:
one escort in the German seazone and the Southern Europe seazone

United Kingdom:
one escort in the United Kingdom seazone and the India seazone

Japan:
one escort in the Japanese seazone, the Phillipines seazone and the Caroline
Islands seazone


II New Rule for Battleships

A battleship can absorb one hit without damage. When a battleship is hit
indicate this by flipping it on its side. When a battleship is hit again it is
sunk. When hit once (and thus laying on its side) the battleship attacks or
defends normally. When the battle is over and the flipped  battleship has
survived the ship is simply put in normal position. No reparations are made
and no IPCs are paid. The battleship really ABSORBS hits and can do this every
battle again (unless ofcourse if hit twice as the ship is sunk then) The
battleship may absorb the 'first' hit the enemy scores against you. I.e. you
do not have to destroy your other units before you may use the battleship to
absorb a hit.

Example:

Two Japanse fighers attack a British battleship and transport. The Japanese
player scores one hit. The British player scores one hit. The British player
flips the battleship while the Japanse player removes one fighter. In the
second combat round the Japanse player scores another hit while the British
player also scores one hit (the battleship - though hit once - defends
normally at a four). The British player now removes the transport. The
Japanese player removes the second fighter and has lost the battle. As the
battle is over now the British battleship is flipped back in normal position.


III Paratroopers

A bomber may carry one infantry unit to an enemy area and drop it there if the
bomber and the infantry unit start in the same area. The infantry attacks as a
paratrooper and attacks at at 2 for the entire combat. However, the
paratrooper cannot be retreated. If the paratrooper is accompanied by ground
units and the ground units choose to retreat the paratrooper unit is
destroyed.
If the area that is attacked contains a Anti Aircraft Artillery unit, this
units fires first. If the bomber carrying the paratrooper is hit, the
paratrooper unit is destroyed.
Heavy bombers may carry two paratroopers. These units must be delivered at the
same area.


IV Nation-specific Advantages:

At the beginning of the game each power receives some advantages as listed
below. If a country gets additional untis these units are placed on the map
before the actual game starts (before the USSR gets its first turn).


USSR

1	Additional Infantry

The USSR receives 5 additional infantry units at the start of the game. They
may be placed on an area which contains an industrial complex. However, not
all infantry units may be placed on the same area.

2	Additional Armor

The USSR receives 3 addtional armor units. They may be placed on an area which
contains an industrial complex. Hower, not all infantry units may be placed on
the same area.

3	New units in the East!

The USSR starts the game with one additional infantry on Kazakh, Novosibirsk,
Evenki Nat'l Okrug and Yakut.


Germany

1	Super Subs

Germany starts the game with the Super Sub weapon technology: German subs
attack at 3. Also, Germany may purchase one submarine before the game starts.
This unit may be placed in every unit that allready contains a German naval
unit.

2	Kriegsmarine

Germany gains one battleship which must be placed in Germany or Southern
Europe.

3	Mechanized Infantry

Every German infantry attack at 2 in the first round of combat if accompanied
with an armor unit (German infantry has still a movement rate of 1).
Example:
Germany attacks an area with 4 infantry units and 3 armor.
Three of the 4 German infantry now attack at 2 in the first round of combat.
The other infantry (not 'accompanied' by an armor unit) still attacks at 1. In
the next rounds of combat the German infantry units attack at the usual 1.

4	Super Armor

The German armor units attack at 4 in the first round of combat. In the next
combat rounds the attack at the usual 3.

5	Jet Power Technology

Germany starts the game with Jet Power technology: the German fighters defend
at 5.

6	An Ally for Germany

At the beginning of the game Germany gets one alley. Germany takes immediate
control of this area and all of its units. For the entire game this area and
its units are treated like a normal 'original' German territory.
Germany may choose one out of the following 5 countries: Argentinia,
Switzerland, Sweden, Spain and Turkey.


United Kingdom

1	Production

The United Kingdom starts the game with one industrial comlex in any original
UK territory. The UK may choose where to place the industrial complex.
Although the factory is placed before the game starts it is treated like a new
factory and thus has limited production. The maximum production is equal to
the IPC value of the area where the factory is placed.

2	Jet Power Technology

The United Kingdom starts the game with Jet Power technology: British fighters
defend at 5.

3	Naval Units

All naval units purchased by the United Kingdom cost 20% less. This is the
case in the entire game. Fractions are rounded up: an carrier costs the UK
0.80 * 18 = 14.40 = 15 IPC.
Also, the UK may purchase one naval unit at the beginning of the game. This
unit (which may be any naval unit) may be placed in an area which already
contains a British naval unit.

4	Air Units

All air units purchased by the United KIngdom cost 20% less. This is the case
in the entire game. Fractions are rounded up: a figher costs the UK 0.80 * 12
= 9.60 = 10 IPC.
Also, the UK may purchase one air unit at the beginning of the game. This unit
(fighter or bomber) must be placed in the United Kingdom.

5	Help from Dominions

The United Kingdom starts with two additional infantry and one additional
submarine, which must be placed in one of the Dominion territories (Canadan,
Australia, South Africa) or Egypt or India.
(All units must be placed in the same territory)


Japan

1	Production

Japan starts the game with one industrial comlex in any original Japanese
territory on mainland Asia. Japan may choose where to place the industrial
complex. Although the factory is placed before the game starts it is treated
like a new factory and thus has limited production. The maximum production is
equal to the IPC value of the area where the factory is placed.

2	Infantry

Japan starts the game with two additional infantry units on each Japanese
territory on mainland Asia.

3	Long Range Aircraft

Japan starts the game with the Long Range Aircraft technology: Japanese
fightes may move 6 spaces, Japanese bombers may move 8 spaces.

4	Super Subs

Japan starts the game with the Super Sub weapon technology: Japanese subs
attack at 3.

5	Naval Units

All naval units purchased by Japan cost 20% less. This is the case in the
entire game. Fractions are rounded up: an carrier costs Japan 0.80 * 18 =
14.40 = 15 IPC.
Also, the Japan may purchase one naval unit at the beginning of the game. This
unit (which may be any naval unit) may be placed in an area which already
contains a Japanese naval unit.


United States of America

1	Industrial Technology

The United States start the game with the Industrial Technology development.
This means that every unit the USA purchase costs one less. However, the price
of an infantry unit is 2.5 IPC. Fractions are rounded up: when the USA
purchase 3 infantry units the have to pay 3 * 2.5 = 7.5 = 8 IPC.

2	Additional Bomber

The United States start the game with an American bomber stationed in the
United Kingdom.

3	Hawaiian Fighter

The United States start the game with a second fighter on the carrier
stationed at Hawaii.

4	First Strike for the US

The United States may go first, prior to the USSR for a cost of 30 IPC. When
they do the USA play its turn first, then the first turn continues with the
USSR. Offcourse the United States turn is  'skipped' when the first game-turn
proceeds: when Japan ends its first turn the USA does NOT play again. The
first game-turn is over and the USSR starts the second game-turn.

5	Marines

During an amphibious attack American infantry attack at 2 for the duration of
the attack. When an attacking force consists of units attacking from land or
air and from sea (the amphibious landing) only the ones that take part in the
actual amphibious landing do attack at 2.

6	China getting stronger

The United States receive one additiona infantry unit in China and Sianking.
The United States may also move one existing American fighter to China or
Sianking prior to the beginning of the game.



V	NEUTRAL TERRITORIES

	The neutral countries now have an IPC value and an indigenous force.
They may be attacked by any player at any time in which case the indigenous
force defends against the attack.  If the attack succeeds, the territory falls
under the control of the attacker.  If the attack fails the country joins the
opposing side with the surviving forces.
The attack succeeds if all ground units of the Neutral Country are destroyed.

Example:
Germany attacks Sweden. The United Kingdom is the nearest opposing power.
Sweden joins the Allies and Swedish forces are represented by British units.
Germany destroyes all units in Sweden and takes control of the area. Germany,
however did not manage to destroy the Swedish transport (or even did not
attack this unit at all). Although not all Swedish pieces are eliminated
Germany offcourse takes control of Sweden and receives the IPC of Sweden. The
transport now is a British one for all purposes.


Indigeous forces and IPC-levels of Neutral Countries

	Country	   IPC Value		Indigenous Force
	---------------------------------------------------
	Afghanistan		1		1 Inf
	Argentina/Chile	3		2 Infantry, 1 Transport
	Eire			1		1 Infantry
	Mongolia     		1		1 Infantry
	Peru			2		2 Infantry
	Saudi Arabia		1		1 Infantry
	Spain/Port.		4		3 Infantry, 1 Tank
		Angola	1		1 Infantry
		Mozambique	1		1 Infantry
		Rio de Oro	1		1 Infantry
	Sweden		3		2 Infantry, 1 Transport
	Switzerland		3		2 Infantry, 1 Fighter
	Venezuela/Col.	3		2 Infantry, 1 Tank
	Turkey 		3		2 Infantry, 1 Tank


Transports:

Transports should be placed in sea-zones not containing enemy ships if
possible. If this is not possible the transports are placed anyway (they were
there all along but were neutral and so not important).  Thus any amphibious
assault on a neutral must eliminate the transport first.
If a transport must be placed in a sea zone with an enemy ship it must stay
and fight or withdraw only 1 space during combat movement.  If this withdraw
causes it to enter another enemy sea zone it must fight there.

Colonies

Spain/Portugal is the only neutral country with colonies. When one of the
Spanish areas (Spain, Angola, Mozambique or Rio de Oro) all join the opposing
side. Spain and her colonies will be controlled by the opposing power nearest
to the Spain itself.

Example:
The United Stated attack Spain and Rio de Oro. The manage to destroy all
Spanish units Spain, which now is US controlled. However, the American attack
at Rio de Oro, fails and Rio de Oro becomes controlled by the nearest Axis
power. This is also true for Mozambique and Angola, although these areas were
not attacked it-self.


VI	About...

This set of rules has been created by thrasher. It is based for a great deal
on rules I found on the Net.

The rules for Neutral Countries are taken from
http://www.grognard.com/aavar1.txt .
I skipped the concept of Economical Conquest.
The nation-specific advantages are also taken from
http://www.grognard.com/aavar1.txt . In these original rules each country only
got one advantage randomly (the neutral country that joins Germany was also
taken randomly). I also skipped some advantages.
The placement of escorts is taken from Craig's Advanced Axis and Allies rules.
The new battleship rule is made by myself and a friend.
The rule for paratroopers is made by myself, though I know that a lot of rules
for paratrooopers can be found on the Net!

If you want to discuss some of these rules with me or if you have strategical
suggestions for this version of Axis and Allies please e-mail me
(thrasher@dds.nl)!!!

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